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GameExplosion

Class in GameFramework · GameFramework.GameExplosion · native, editinlinenew

Object › GameExplosion

Using it from Lua
h7.find_all("GameExplosion")            -- live instances
h7.find_class("GameFramework.GameExplosion")   -- the class

Properties

NameTypeNotes
ActorClassToIgnoreForDamageclass<Actor>
ActorClassToIgnoreForKnockdownsAndCringesclass<Actor>
ActorToIgnoreForDamageActortransient
bAllowPerMaterialFXbool
bAllowTeammateCringesbool
bAttachExplosionEmitterToAttacheebool
bAutoControllerVibrationbool
bCausesFracturebool
bDirectionalExplosionbool
bFullDamageToAttacheebooltransient
bIgnoreInstigatorbooltransient
bOrientCameraShakeTowardsEpicenterbool
bParticleSystemIsBeingOverriddenDontUsePhysMatVersionbool
bPerformRadialBlurRelevanceCheckbool
bSkipDefaultPhysMatParticleSystembool
bUseMapSpecificValuesbool
bUseOverlapCheckbool
CameraLensEffectclass<EmitterCameraLensEffectBase>
CameraLensEffectRadiusfloat
CamShakeCameraShake
CamShake_LeftCameraShake
CamShake_RearCameraShake
CamShake_RightCameraShake
CamShakeFallofffloat
CamShakeInnerRadiusfloat
CamShakeOuterRadiusfloat
CringeDurationvector2d
CringeRadiusfloat
Damagefloat
DamageDelayfloat
DamageFalloffExponentfloat
DamageRadiusfloat
DirectionalExplosionAngleDegfloat
ExploLightPointLightComponent
ExploLightFadeOutTimefloat
ExploRadialBlurRadialBlurComponent
ExploRadialBlurFadeOutTimefloat
ExploRadialBlurMaxBlurfloat
ExplosionEmitterScalefloat
ExplosionSoundSoundCue
ExplosionSoundHurtSomeoneSoundCue
FractureMeshRadiusfloat
FracturePartVelfloat
HitActorActor
HitLocationvector
HitNormalvector
KnockDownRadiusfloat
KnockDownStrengthfloat
MomentumTransferScalefloat
MyDamageTypeclass<DamageType>
ParticleEmitterTemplateParticleSystem

Default values

ExplosionEmitterScale=1.f
MomentumTransferScale=1.f
bCausesFracture=TRUE
bPerformRadialBlurRelevanceCheck=false
ExploRadialBlurMaxBlur=2.0
CringeDuration=(X=-1.f,Y=-1.f)
CamShakeFalloff=2.f
bAutoControllerVibration=true

Inherited

FromMembers
Object13 properties, 308 functions